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Implement Deferred Shading #2

@nusgart

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@nusgart

Description

Deferred Shading is a two pass render system. In the first pass (the geometry pass), the vertex shader is run as normal but geometry information (specifically the position, normals, albedo, and specular information) is rendered into the g-buffer instead of being sent into the fragment shader. Then, in the deferred lighting pass, the lighting is calculated. This results in a massive speed up over forward shading.

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